Guardian must attend. The 1st hour teaches roleplay & rules with provided characters. Play an adventure in 2nd hour. Play all four beginner track to earn a certificate.
Description:
This adventure is for children ages 6-10, with little to no roleplaying experience. This is one of the four Kid's Track sessions that was run at Gen Con 2012. The Kid's Advanced Track is for children who have participated in a previous Kid's Track event. Tables will be limited to four children. A parent or guardian must be on sight to supervise their child at all times. Your group of Pathfinders are dispatched by Venture-Captain Sheila Heidmarch to visit an old acquaintance of hers. The acquaintance, Professor Montrovale, agreed to turn over a book, the Azlanti Apprentice's Codex. After arriving at a magic academy, the PCs make inquiries to find Montrovale's classroom and discover her in a state of distress. The Academae is a dangerous institution and Pathfinders should be wary, for not everything in this school of magic is as it may appear to be.
Guardian must attend. The 1st hour teaches roleplay & rules with provided characters. Play an adventure in 2nd hour. Play all four beginner track to earn a certificate.
Description:
This adventure is for children ages 6-10, with little to no roleplaying experience. This is one of the four Kid's Track sessions that was run at Gen Con 2012. The Kid's Advanced Track is for children who have participated in a previous Kid's Track event. Tables will be limited to four children. A parent or guardian must be on sight to supervise their child at all times. Your group of Pathfinders are dispatched by Venture-Captain Sheila Heidmarch to visit an old acquaintance of hers. The acquaintance, Professor Montrovale, agreed to turn over a book, the Azlanti Apprentice's Codex. After arriving at a magic academy, the PCs make inquiries to find Montrovale's classroom and discover her in a state of distress. The Academae is a dangerous institution and Pathfinders should be wary, for not everything in this school of magic is as it may appear to be.
Guardian must attend. The 1st hour teaches roleplay & rules with provided characters. Play an adventure in 2nd hour. Play all four beginner track to earn a certificate.
Description:
This adventure is for children ages 6-10, with little to no roleplaying experience. This is one of the four Kid's Track sessions that was run at Gen Con 2012. The Kid's Advanced Track is for children who have participated in a previous Kid's Track event. Tables will be limited to four children. A parent or guardian must be on sight to supervise their child at all times. Your group of Pathfinders are dispatched by Venture-Captain Sheila Heidmarch to visit an old acquaintance of hers. The acquaintance, Professor Montrovale, agreed to turn over a book, the Azlanti Apprentice's Codex. After arriving at a magic academy, the PCs make inquiries to find Montrovale's classroom and discover her in a state of distress. The Academae is a dangerous institution and Pathfinders should be wary, for not everything in this school of magic is as it may appear to be.
It's good to be the Overlord, but you'll have to send your headsman out to make sure you hold the throne. A light hot-potato passing card game - Keep your head!
It's good to be the Overlord, but you'll have to send your headsman out to make sure you hold the throne. A light hot-potato passing card game - Keep your head!
It's good to be the Overlord, but you'll have to send your headsman out to make sure you hold the throne. A light hot-potato passing card game - Keep your head!
It's good to be the Overlord, but you'll have to send your headsman out to make sure you hold the throne. A light hot-potato passing card game - Keep your head!
It's good to be the Overlord, but you'll have to send your headsman out to make sure you hold the throne. A light hot-potato passing card game - Keep your head!
It's good to be the Overlord, but you'll have to send your headsman out to make sure you hold the throne. A light hot-potato passing card game - Keep your head!